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Messages - TLHeart

#1201
Bugs / Fahrenheit conversion wrong on clothing
May 05, 2015, 10:26:52 PM
playing version 0.10.785

Have found that the conversion to Fahrenheit on the clothing is incorrect. like on dusters, it will say protects from heat, +18.2C or +32.7F .  18.2 should convert to 64.7.... the conversion is incorrect on all the clothing I have checked.  Don't know if it is only a display bug in the information panel, or more serious.

Outside temperature coverts correctly.

#1202
Bugs / Re: Buying slider bug
May 05, 2015, 10:20:50 PM
item focus is off by 3 lines after scrolling, every time for me.
#1203
good old public access programs, no production values, just people broadcasting themselves, just like utube.
#1204
Ideas / T-shirts are not T-shirts
May 05, 2015, 06:45:37 PM
A t-shirt forms a T, and protects the shoulders and upper arms...

The t-shirt in the game is not a t-shirt, but a sleeveless  tank top type shirt. It provides no protection to the shoulders or upper arms...

would like to see the graphic and the description changed to reflect the fact that it does not cover the shoulders.

#1205
yes more interaction with the visitors is needed.  An inn to put them up at would be great, or invite them into your saloon, to drink a few.... feed them, which all influence their opinion of you.

They offer to join, slightly angers their leader if you accept.

You recruit, angers their leader more,

you arrest, hostile relations that can be repaired.
#1206
Ideas / Re: Guest Healing
May 04, 2015, 06:25:48 PM
Quote from: LittleGreenStone on May 04, 2015, 04:56:51 PM
Quote from: GamerGuy on May 04, 2015, 12:48:56 PM
Um... You can do this already, you just need  free medical bed available and right click on them and click 'Rescue'

No you can't, you mistake one with another. You can save incapacitated guests if you have a medical bed, but you cannot heal those only wounded and not-yet incapacitated.

if they are still mobile, they do not need your help, just wounded, they will walk home, just like your own colonists walk to the medical bed without help.

Are you wanting to be able to treat them even though they do not need your help?
#1207
General Discussion / Re: RimWorld change log
May 04, 2015, 06:14:14 PM
yea, colonists will now pack a lunch for that long hunting trip, or any other trip.... now the question is, how upset will they be eating that meal off the ground?
#1208
Ideas / Re: Smoothing Stone Walls
May 02, 2015, 07:05:51 PM
Quote from: TonyKuremento on May 02, 2015, 06:06:31 PM
Quote from: TLHeart on May 02, 2015, 07:43:18 AM
oh but humans have carved into rocks, to tell a story, or leave a message, with no intent on staying. There are numerous such sights along the oregon trail, from the 1800 in the US. Humans have always left a mark of where they have been, and sometimes where they are going. 

So, as someone who has never played dwarf fortress, it is not DF domain, but a very logical outgrowth of an artist wanting to leave a message behind.

Yes but aren't we in some kind of super future? How do we know such things have not fallen out of a social etiquette by then, hmmmmm? I am just saying I want the rock walls to look better if they are mine and I use them as walls. I just think the stories thing is too far into what DF does because each world would need a plethora of event tracking upon the creation of said world.

But rimworld is all about the story telling, and leaving a record behind of the colonies story for future people to see fits very well with the backstory.
#1209
General Discussion / Re: More raids!
May 02, 2015, 04:52:40 PM
Quote from: Skissor on May 02, 2015, 04:36:40 PM
Quote from: ascdren on May 02, 2015, 02:49:27 AM
If you have changed between story tellers it breaks the 'events' this is a known bug in 10f

Really?? If that's true that could explain some things. Where did Tynan say that?
on the front page of the developers blog.
#1210
I have no problem with the current degradation of the clothing. a 20% drop in durability equals a drop in quality. Pawns don't care so long as the clothing does not become frayed.  Very easy to set up a tailors bench to stay ahead of your colonist needs, and set up a storage area for only the quality cloths produced... Then adjust the sliders on the apparel wear to match what you want them to wear.  The only micro management I have to do, is making sure the tailors store of quality stays full... the do until counts all items of the type, not just the quality ones.

The tailors bench should be able to mend and repair clothing, but NOT back to full quality. A patch repair is always less durable than the original clothing.
#1211
Ideas / Re: Smoothing Stone Walls
May 02, 2015, 07:43:18 AM
oh but humans have carved into rocks, to tell a story, or leave a message, with no intent on staying. There are numerous such sights along the oregon trail, from the 1800 in the US. Humans have always left a mark of where they have been, and sometimes where they are going. 

So, as someone who has never played dwarf fortress, it is not DF domain, but a very logical outgrowth of an artist wanting to leave a message behind.
#1212
General Discussion / Re: Solution for killboxes??
May 01, 2015, 04:09:02 PM
Quote from: Rahjital on May 01, 2015, 11:13:36 AM
In Rimworld community lingo, killbox refers to an artificially created area built in such a way as to funnel the attackers and stack the odds in favour of the defenders, ie the kind of killbox TLHeart described. Towns are generally not built with combat in mind, they just happen to be good places to mount defence.

my town was totally planned out with combat in mind, no long straight streets, lots of alleyways for flanking, a natural lake and mud to slow down attacks from the west, with lots of places to hide and shoot from.
#1213
General Discussion / Re: Solution for killboxes??
May 01, 2015, 10:16:54 AM
Quote from: rexx1888 on May 01, 2015, 07:41:19 AM
you guys get that urban warfare like your describing is just a different kill box right?? thats not lost on you all is it?? Seriously. what defines a kill box.

its a small area where the enemy isnt able to easily get a firing solution on your dudes, but where your dudes can line them up like fish in a barrel. Hello Alleys and city warfare. I mean, you're doing the killbox better than others, because you can move yours and flank better, but it is still, at the end of the day, a kill box.

a kill box is a designated area to engage the enemy, where you hope to have the advantage....

It can be natural terrain.

The differences, and what many people are complaining about are not kill boxes exactly, but the automated turret kill box, where there is no risk to the colony or the colonists.
#1214
Ideas / need a counter/small table/ bar
May 01, 2015, 07:01:07 AM
Right now we have two choices for actual tables, a 4x2, or a 2x2. At times I currently use a workbench for a 3x1 table against the wall, and place stools or chairs there.

Now Tynan has on his to do list, (taken from a bug report)
Colonists should benefit from chairs at work benches.
Colonists should not eat at work benches.

We need a 1x1 table that we can put together in combinations to create our own sized tables, bars, and counter tops. Also could work as an end table beside chairs.
#1215
General Discussion / Re: Solution for killboxes??
May 01, 2015, 06:43:14 AM
also town fighting is about multiple points of attack with short range weapons, that confuse the enemy on who to fire at. IN that confused state brawlers take them down.